Which console unperformed the most?

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sayyy-gaa

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#51 sayyy-gaa
Member since 2002 • 5850 Posts

@Archangel3371 said:

On a technical level I'd say that the Dreamcast underperformed, it wasn't on the market long enough for developers to tap its full potential.

Sales wise I'd say that it was the Neo Geo. a kick ass system that wasn't offered at many stores and the cartridges were pretty pricey.

No sir the dreamcast did not underperform technically. There was no more power to be squeezed from the little gray box. Shenmue 2 and Headhunter 2 are pretty much the apex of that system.

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sayyy-gaa

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#52  Edited By sayyy-gaa
Member since 2002 • 5850 Posts

@gago-gago said:

Hands down, the PS3 because it failed to out perform it's predecessor the PS2. Remember folks, the PS2 was the most dominant console at the time and before the next gen began everyone thought the PS3 would slaughter Nintendo and bury Xbox to the ground. Welp, reality came and the PS3 failed to do both. The PS3 was and is the biggest failure and embarrassment for the company. The Xbox brand is now here to stay and Nintendo continues to strive.

Dude the PS2 is the best selling home console ever created. No console before or since has outperformed it. So of course the PS3 didn't surpass the zenith that is the PS2.

But based on your logic, Michael Jackson's Bad is a failure as an album because it didn't outsell Thriller.

Also, Lebron James is a failure because he hasn't surpassed Michael Jordan.

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iambatman7986

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#53  Edited By iambatman7986
Member since 2013 • 4649 Posts

Both the MS ans Sony consoles of last gen.

PS3 paled in comparison to the machine that Sony promised it to be. Yes it had good games, but the hardware promises never came into fruition.

360 had the hardware it promised upon launch, but I ended up having to buy the console three times due to the RRoD after the warranty ended.

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osan0

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#54 osan0
Member since 2004 • 18268 Posts

compared to the hype? the PS2 or 3 perhaps. sony....er....sony went a little crazy. they were clearly stoned on the sand. off their rocker etc. i think it all stemmed from the "dont underestimate the power of playstation" campaign for the PS1. it worked for the one and, partially, for 2 (i think as that gen went on people started thinking "what the hell. why do games like splinter cell look like ass on my PS2?"). there not the only party guilty of it of course but they still went a bit mad and i cant think of anyone who went more crazy.

as for delivering on what was actually in the box: i think you would need to look at consoles that died an early death really. to be honest pretty much all consoles delivered in the end on what was in the box. it took longer for some consoles because they were badly designed but the likes of gears 3, the last of us, Galaxy 2, RE4 (GC), killzone 3 and so on: these games are basically "this is what this machine can do. thats it. there is nothing left in the tank now".

i mean the only system that comes to mind really is the wiiu due to unused hardware. the wiiu contains the wii GPU also but thats not used unless you are playing a wii game. but to get that to be able to contribute to a wiiu game without becoming some sort of nasty bottleneck would be very difficult (assuming they even designed it so both could be active at the same time). would the difference be noticalble if the wii GPU could also be involved?

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kvally

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#55 kvally
Member since 2014 • 8445 Posts

PS2 for sure. The biggest failure to date with DRE.

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lrdfancypants

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#56 lrdfancypants
Member since 2014 • 3850 Posts

@flyincloud1116:

As one of the unlucky day 1 360 adopters who got RROD right away when MS were denying it and being complete @ss hats about it - it's so irritating when people say how MS was benevolent about repairs or blame it on customers like the 360 early days of support on the issue.

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HarnessThePower

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#57 HarnessThePower
Member since 2017 • 267 Posts

@lrdfancypants said:

@flyincloud1116:

As one of the unlucky day 1 360 adopters who got RROD right away when MS were denying it and being complete @ss hats about it - it's so irritating when people say how MS was benevolent about repairs or blame it on customers like the 360 early days of support on the issue.

The "issue" was completely overblown. My Xbox 360 only got RROD 2 times, but it was covered under the generous 3 year warranty provided my Microsoft, so within just a few short weeks I was back gaming again. On the other hand, PS2's DRE was 1000x worse. I remember a friend getting DRE on his PS2 Slim 4 times! Coming from a system which had already been on the market for 4-5 years, that is just sad!

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Jebus213

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#58 Jebus213
Member since 2010 • 10056 Posts

@harnessthepower said:

My Xbox 360 only got RROD 2 times,

>only 2 times

>ONLY

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Pedro

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#59 Pedro
Member since 2002 • 73976 Posts

The PS3 was garbage hardware, thus the reason no foreseeable BC outside of rubbish PSNow.

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Jebus213

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#60 Jebus213
Member since 2010 • 10056 Posts

don't worry, my PC only BSOD'd on me twice. Nothing wrong with that. Knowing that it should never BSOD.

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appariti0n

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#61 appariti0n
Member since 2009 • 5193 Posts

@harnessthepower: Cool, so within a few WEEKS you were back gaming?

Hmm, 3 years ago my power supply died on my PC.

Within 25 minutes I was back gaming again.

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AzatiS

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#62 AzatiS
Member since 2004 • 14969 Posts

@ronvalencia said:
@AzatiS said:

None can beat Playstation 3 on that.

... Epic on paper , disaster in action.

Programming SPE is similar to programming AMD ACE units.

The major differences are;

1. AMD's 8 ACE units has one big (2 MB for PS4 Pro) and fast unified L2 cache while 7 SPEs has 256 KB separate local memory pool per SPE. Sharing data with AMD GPU's L2 cache is easier.

2. AMD's L2 cache has both manual and automatic cache mode while SPE's local memory pool only has manual mode.

3. Each AMD CU has local memory data storage (LDS) and L1 instruction/ data cache. SPE only has 256 KB separate local memory pool as mentioned in point 1.

--------

On NVIDIA Maxwell/Pascal, tiling render to L2 cache is automatic i.e. NVIDIA's "smart" driver converts normal immediate mode rendering into tile cache render. NVIDIA's tiling render to L2 cache is applicable for both Compute Engine and Pixel Engine while current AMD GPUs only has Compute Engine to L2 cache feature.

Vega has both Compute Engine and Pixel Engine connected to L2 cache just like NVIDIA's Maxwell/Pascal.

And ?

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HarnessThePower

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#63 HarnessThePower
Member since 2017 • 267 Posts

@Pedro said:

The PS3 was garbage hardware, thus the reason no foreseeable BC outside of rubbish PSNow.

Agreed. It is a shame the True Form of the PS3 was never unleashed, because it could have been a revolutionary piece of hardware with 4d 120fps, but, as always, Sony fails to live up to their own standards.

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PAL360

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#64  Edited By PAL360
Member since 2007 • 30574 Posts

@harnessthepower: The cell was powerful but the PS3 was not. Don't forget CPU doesn't make a system.

O would say the 32x. Terrible timing, só it ended up having just a few games.

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lrdfancypants

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#65 lrdfancypants
Member since 2014 • 3850 Posts

@harnessthepower:

I don't care about the ps2 problems. I never owned a ps2.

RROD was not over blown.

MS were not generous to early adopters who had it immediately. I was told to buy another one by the generous MS support. I had multiples bust very quickly after it launched.

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j2zon2591

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#66  Edited By j2zon2591
Member since 2005 • 3571 Posts

Maybe VITA if handheld counts.

UCGA, Wipeout, KZM

Freedom Wars

then things just dropped.

Playing Horizon made me want a Freedom Wars 2 but it'll never happen.

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ronvalencia

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#67  Edited By ronvalencia
Member since 2008 • 29612 Posts
@AzatiS said:
@ronvalencia said:
@AzatiS said:

None can beat Playstation 3 on that.

... Epic on paper , disaster in action.

Programming SPE is similar to programming AMD ACE units.

The major differences are;

1. AMD's 8 ACE units has one big (2 MB for PS4 Pro) and fast unified L2 cache while 7 SPEs has 256 KB separate local memory pool per SPE. Sharing data with AMD GPU's L2 cache is easier.

2. AMD's L2 cache has both manual and automatic cache mode while SPE's local memory pool only has manual mode.

3. Each AMD CU has local memory data storage (LDS) and L1 instruction/ data cache. SPE only has 256 KB separate local memory pool as mentioned in point 1.

--------

On NVIDIA Maxwell/Pascal, tiling render to L2 cache is automatic i.e. NVIDIA's "smart" driver converts normal immediate mode rendering into tile cache render. NVIDIA's tiling render to L2 cache is applicable for both Compute Engine and Pixel Engine while current AMD GPUs only has Compute Engine to L2 cache feature.

Vega has both Compute Engine and Pixel Engine connected to L2 cache just like NVIDIA's Maxwell/Pascal.

And ?

There's nothing special with 1 PPE + 6 SPEs**.

**7th SPE is use for OS DRM related workloads.

Each SPE has 128 registers, 128 bit SIMD unit at 3.2 Ghz and manual local memory storage import/export functions..

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ronvalencia

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#68  Edited By ronvalencia
Member since 2008 • 29612 Posts

@Pedro said:

The PS3 was garbage hardware, thus the reason no foreseeable BC outside of rubbish PSNow.

PC already has limited software PS3 BC before Sony.

Making Bayonetta available on PC gives users a legal path to run Bayonetta on PCs.

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kvally

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#70 kvally
Member since 2014 • 8445 Posts

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Tigerbalm

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#71  Edited By Tigerbalm
Member since 2017 • 1118 Posts

RROD

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Star67

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#72 Star67
Member since 2005 • 5401 Posts

Those saying ps2, ps3, or 360 are either trolls or haven't been gaming very long.

ATARI Jaguar!

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jv303

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#73 jv303
Member since 2014 • 545 Posts

Am I the only person to notice that TC spelled it "unperformed" in the thread title?

Man, this thread really "unperformed" for him.

(He'll probably change it now).